DKFever's page

Organized Play Member. 43 posts. No reviews. No lists. No wishlists. 1 Organized Play character.

Hey all, I need a little help here. I'm going to be in a new campaign with a new GM that I haven't played with before, but my playgroup has. This GM is rather notorious for creating really insane stuff for us to deal with, but we also get to make insane characters to try to duke it out. I need y'all's help with creating a pretty broken character that can withstand the onslaught that's about to be unleashed.

Format: Level 20 Character, 2 Mythic Tiers. Allowed: templates, custom races, all 3.5 material. Following the "lose CR of templates as you level" rule, where you lose half your total CR (rounded up) at a rate of one CR every 3 levels. (So a level 19 character could have a CR +3 template, and still count as level 20)

It's about as open ended and OP as you can get lol. What I'm looking for is a good template or monstrous race that can go with a Swashbuckler Inspired Blade. I'm going the strength 2 weapon fighting rapiers build. I need help picking a race/template to complement that. Currently it's kind of a toss up between the Dread Devourer or the Grave Knight.

What I need: Lots of Feats, lots of Strength and HP, and Pounce. Not really interested in a ton of limbs, unless someone makes a really compelling reason to have such a thing.

So: Pimp my swashbuckler, please!

Hey all, if I could get a definitive answer on this I'd appreciate it. I know the definition of enhancement bonus:

"An enhancement bonus represents an increase in the sturdiness and/or effectiveness of armor or natural armor, or the effectiveness of a weapon, or a general bonus to an ability score. Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies. Since enhancement bonuses to armor or natural armor effectively increase the armor or natural armor's bonus to AC, they don't apply against touch attacks."

The key point here is on the same object. If I have an Amulet of Mighty Fists +5 and the catfolk racial weapon Claw blades +5, will they stack, being different objects? For reference:


This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Claw Blades - Benefit: The blades grant the wearer a +1 enhancement bonus on claw attack rolls with that hand and change the weapon type from a natural weapon to a light slashing weapon. Catfolk with the cat's claws racial trait are proficient with this weapon. The claw blades can be enhanced like a masterwork weapon for the normal costs. The listed cost of the item is for one set of five claws for one hand.

Please, someone find a way for this to happen. I am calling upon the collective consciousness of these esteemed forums.


Alright, Another question about the Summoner here. I"m currently level 15 and was playing last night. My Eidolon ended up getting killed and my GM said we couldn't sleep, so I got to use the Summon Monster ability for the first time so far this campaign.


I'm level 15, so I got the level 8 one. I started looking through what it said I could summone, and I started taking a look at the elemental list. At this point in the night we were all a little tired and a little loopy, so I decided to use the level 6 version of the Elemental and summon the 1D4+1 number of them. I chose the Positive Energy huge elemental.

( ental-positive-energy-tohc/positive-energy-elemental-huge-tohc)

Of course I got 5 of them with my roll. We're all at pretty low health at this point, so I basically surround the party with these huge elementals and have them all use the Channel Energy ablity twice each. What I didn't realize is that you can actually kill something with overhealing? I didn't TPK us, thankfully, but it came really, really close lol.

My question is this: Given that everything I did up to this point is legal (I don't know if that's true but it looks good so far I think, please correct me if I'm wrong) does that mean that at level 15, 9 times a day (My Cha mod is +6) I can summon 1d4+1 of these heal bombs and send them out to wreak havoc? If that's the case, I wanted to run some numbers:

say an average of 3 of these guys get summoned. I send them in a little pile out to a group of enemies. All 3 of them use the Channel energy once (Move standard action, ability standard action) That means that that turn they heal themselves and everything around them for 15D6, right? So average of what, 90 HP? These things only have 95, so if those rolls go just a tiny bit high, they explode, dealing an extra 5D8 of healing to everything within 30 ft per elemental?

If I'm reading this correctly, and given just slightly over average rolls, I basically have a 15D6 + 15D8 of healbomb in a 30 ft radius 9 times a day, as a standard action? that I can use to kill NPC's through overhealing?

That seems a bit off, so please let me know what I did wrong, thanks! :D

Hey all, first time poster here. Also first time tabletop roleplayer, just started my first campaign a couple of weeks ago. It's been a lot of fun! :D

Anyways, I'm using a Summoner for our campaign. There's only 3 of us plus our GM (He doesn't have a pc). My friends are playing a duergar fighter and a tiefling wizard. We're currently level 9. What we seem to be running into problems with is healing. We don't have a cleric or paladin or any other healer, and we're having to come up with some slightly more creative workarounds.

My question is about the 2 Eidolon evolutions, Sacrifice and Fast Healing. For reference:

" - Sacrifice (Su) -

Source: Champions of Purity

An eidolon can sacrifice its own health to heal another creature.

As a standard action, the eidolon can sacrifice up to 2 hit points per Hit Die and then touch the target creature, thereby healing the creature for half the amount sacrificed."

" - Fast Healing (Su) -

Source: Advanced Player's Guide

An eidolon’s body gains the ability to heal wounds very quickly, giving it fast healing 1. The eidolon heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the eidolon to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the eidolon is alive. This fast healing does not function when the eidolon is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The summoner must be at least 11th level before selecting this evolution."

So, it seems like I can basically make my eidolon able to heal a pc for half of the eidolon's hit dice worth of points every round, as long as it has hit points left to give. That's easy enough. The hard question is, does Fast healing also keep going out of combat? I mean, flavor wise it seems like it does, it's not like there's a keyword or activation ritual to trigger it. I'm working under the assumption that it's a passive ability that just keeps going.

If that's the case, and if sacrifice works the way I think it does, then in between combats can my eidolon basically just touch a PC, heal them to full, then regenerate all it's own hp back over time? It seems that all these action take a round to perform/trigger. If a round is 6 seconds, then it seems that I could basically be healing a pc for 11 HP per 6 seconds, and regenerating 1 HP per 6 seconds back into the eidolon. Given about an hour it looks like I can just heal the eidolon and an ally back to full.

So, does this work the way I think it does, or does fast healing only work in combat?

Thanks! :D

(I understand that I can't do this until level 11, but it's something I was hoping to get clarified before i get there)